"It is said that somewhere, hidden in a ruin or stashed away in some treasure horde, lies The Blue Moon. Legends of this jewel's beauty are so great it is lusted after by king and collector alike, but even more so are the tales of it's miraculous power. It is said that whom ever may find The Blue Moon will be granted a single wish, with infinite power. That one alluring tale, whether truth or lie, has led hundreds upon hundreds of fortune seekers into the vastness of the world in hopes of finding The Blue Moon for themselves."

It is the dawn of a new age in Moebius, an age of ever increasing danger and adventure. In a world where acts of depravity and heroism can each net equal amounts of wealth and fame, the Hunters stand above all others. Now though, with tale of the miraculous Blue Moon once again surfacing all eyes turn to the horizon and the hunt for this one of a kind treasure begins. As rookies and veterans, Hunters and hopefuls, all begin their journey a new crop of brave souls prepare to take the Hunter Exam for the first time. Only time will tell if they will be the ones whom claim The Blue Moon for themselves.

The Hunters Association is a global organization responsible for the testing and licensing of "Hunters," a person that has proven themselves through rigorous examination to be an elite member of humanity. With the passing of the examination, a Hunter is rewarded with a license to go almost anywhere in the world or do almost anything. Typically, Hunters devote themselves to tracking down priceless items, mystical places, and the unseen wonders of the world.

Along with issuing Hunter's Licenses, a type of card given exclusively to Hunters after they pass the Hunter Exam. It proves the status of the owner and has multiple benefits. It also grants the ability to kill without facing any legal consequences. A hunter license also grants access to guarded information as well as being an easy way to get a job just by showing it. The Association also monitors and enforces the Hunter's Commandments which are as follows.

1. Hunters must hunt something.

2. All hunters require a minimum level of martial proficiency. Being able to use Nen is the minimum level necessary.

3. No matter what may happen, one who has become a hunter will never have their title revoked. However, no matter the circumstances, a hunter license will never be issued a second time.

4. Hunters may not hunt their fellow hunters, except for those who have committed atrocities.

5, Hunters who achieve extraordinary accomplishments in a certain field will receive a star.

6. Veteran Hunters who have received a star, become superior officers, and have had their students receive a star will receive two stars.

7. Hunters with two stars who achieve extraordinary accomplishments in multiple fields will receive three stars.

8. If the hunter in charge does not receive a minimum level of support, then they will have their post removed. In this case, the minimum level is the support from the majority of his fellow hunters. If the seat of chairman becomes open, an election for the next chairman must happen immediately. The vice-chairman is to be left in charge until the new chairman is decided.

9. The chairman decides how new hunters are chosen. But in order to make a great change in the existing method, he must receive support from the majority.

10. Everything not written here is to be decided by the chairman, vice-chairman, and their advisers. The chairman has the right to choose who becomes the vice-chairman and advisers.

In the universe of HunterxHunter the equivalent of magic is Nen. Every notable fortune seeker, mercenary, criminal, or fighter in general, uses Nen in some way. To become a licensed Hunter you must display some form of Nen, even if only at the most basic level, for if you are not able to hone Nen there is no way you would be able to survive the rigors of being a Hunter. Below I will explain Nen in some detail, but for more information please visit THE NEN PAGE ON HUNTERPEDIA.

Types Of Nen

As you can see from the above diagram Nen comes in six different forms, each with different strengths and weakness. The abilities people are able to learn and master usually align with the type of Nen their life energy, or Aura, falls under. Nen is highly reflective on one's personality as well, usually to a comical level, making more experienced practitioners able to distinguish Nen type just from observation. It is also very important to note that Nen is highly connected to one's emotions, both positive and negative. Emotional instability can often alter Nen, sometimes making it lose it's power or even enhancing it at times.

Enhancers are determined and simple. Most of them never lie, hide nothing, and are very straightforward in their actions or in their thinking. Their words and actions are often dominated by their feelings. They are generally very selfish and focused on their goals. This is reflected in their Nen as enhancers typically rely on simple and uncomplicated techniques.

Transmuters are whimsical and prone to deceit. Transmutation users have unique attitudes, and many are regarded as weirdos or tricksters. Often they put forth a facade while hiding the truer aspects of their personalities. Even when they don't hide their personalities they rarely reveal their true intentions. Many transmuters rely on techniques that give unique and unpredictable properties to their Nen that reflects their personalities. Below are listed the six forms of Nen aura.

Conjurersare typically high-strung or overly serious and stoic. They are often on guard as to be cautious. They are very observant and logical, rarely falling into traps. Being able to analyze things calmly is the strength of Conjurers. Many of the items that conjurers create are often used by them in a very deliberate and practical, logical fashion.

Emitters are impatient, not detail-oriented, and quick to react in a volatile manner. Many of them are quick-tempered and hot-blooded. They resemble the Enhancers in building their impulsivity, but the difference with them, they probably tend to calm down and forget easier. Because of the nature of emission, many techniques created by emitters are primarily long range.

Manipulators are logical people who advance at their own pace. They are all for arguments and tend to want to keep their families and loved ones safe. On the other hand, when it comes to pursuing their own goals, they do not listen to what others might have to say about it. While manipulators often use techniques that allow them to control their opponents they also prefer to use an inanimate medium to control that can be used versatility (such as smoke or pieces of paper hardened with Nen).

Specialists are individualistic and charismatic. They will tell you anything important on them, and refrain from being close friends. But, because of their natural charisma that draws others, they are always surrounded by many people. Because specialization is unique and can have many facets, most specialists posses only one truly powerful technique.

Vows & Limitations
Most Nen users tend to develop high level abilities at some point in their life, and continue to train them for many years afterwards. One way that many increase the power and potency of their abilities is by setting Vows and Limitations upon themselves and theirs abilities.

Vows are any set condition a Nen users puts in place to strengthen their Nen. They can range from something trivial such as not using an ability on a certain day, to only using it in defense of allies. The more strict the vow, the greater the power it grants an ability.

Limitations are the consequences of breaking a vow. The same as with a vow, the more harsh to limitation the greater the power it grants. They can range from anything from a headache if a vow is broken, to death.

The World

Information About the World(Move your mouse to reveal the content)Information About the World (open)Information About the World (close)

The world of Hunter × Hunter is composed of the ocean and the 6 continents. There are 250 countries in the world. In reality the "ocean" where these continents are is a great lake in the Dark Continent called Moebius.

Reference to the wiki for this topic will be useless since all of the locations we visit will be noncanon. As the Role-Play progresses a list of location and a short summary of them will be added for future reference.

OOC
As you can probably tell this is a Hunter X Hunter Alternate Universe Role-Play, and as such there will be no characters or events from the canon series present in this time line. As with all of my Role-Plays this OOC section will serve as a FAQ and a heads up for those wishing to join and those already participating. It will of course be updated over time when something pops up I think needs to be seen by all interested parties. Without further ado let's dive into it.

I've been asked once on this, and I can tell it's coming again so I figured I would say this first. Death is possible. While I don't like player killing in my Role-Plays, death makes for realism and that is important to me at any level. Very rarely will I ever use GM power to kill off a player, the only exceptions being if someone is continually absent from the Role-Play or that continue to place their character into situations they should not survive. A player can kill another player, but this is will heavily monitored by me so it doesn't happen too frequently.

Something else I've been asked that needs to be addressed is being related to characters from the canon. No, you cannot. This is a complete AU therefore the Zoldyck family does not exist at all, neither does any other family someone may want to be a part of. This may seem trivial, but I chose to say no to prevent clones of canon characters from popping up.

For those of you wanting to create a character, though you probably already know, until the Role-Play gets moving along I won't accept any character that is not a rookie entering the Hunter Exam. Later we can accept more powerful characters to challenge and liven up the world, but for now I want to keep it smaller and let the rookies grow a bit before I unleash a Phantom Troupe type group of death dealers on them.​

General Rules:1. Obey all current and future site-wide rules. Ignorance of the rules is not an excuse, and a writer being banned due to an abundance thereof will only hurt this Role-Play.

2. Respect your fellow writers at all times. If you feel you are crossing a line then stop yourself. We are all comrades and there is no need to demean one another.

3. Separate OOC feelings from IC actions. Your character should never act upon your OOC grudges or adoration for another writer. Those seen doing this will be booted without warning.

4. Collaborate with your Co-Writers. Keeping things a surprise is fine, but OOC is here for you to discuss the direction of the Role-Play. Use it as such and do not be afraid to state your thoughts.

5. GM word is law. GM's are here to help the Role-Play and it's writers, therefore our rulings reflect that fact. If you disagree with something we say just know it is for your own good.

Writing Rules:1. All posts are required to be a minimum of one paragraph. More is preferable, however; straining to fluff up a Role-Play is worse than posting something short.

2. Writers are expected to post a minimum of once per day. Exceptions will be granted if forward notice is given, if not your post will be skipped and NPC'd by the GM's.

3. Keep it PG-13. If you must engage in more intimate acts to further character development you are expected to Fade-To-Black before it goes to far.

4. No Meta-Gaming, God-Modding, Scene-Stealing, or any of the other taboo niches out there. If you believe you are about to do, or already doing, something wrong ask the GM's.

5. Enjoy yourself! If at any time you feel concern for the Role-Play and are no longer having fun voice it. GM's are here to help and will do all within reason to rectify your woes.

Character Creation:1. No Mary-Sue characters, please. They are easy to spot and only detract from a serious and well thought out Role-Play. There are other Role-Plays here that accommodate that sort of fantasy, we do not.

2. No overpowered characters. Characters with innate combat experience are fine, but there will never be a point in time where one man/woman can take on an entire horde and emerge unscathed. If yours can it's time to rethink it.

3. Be creative and original with your characters. People come from all walks of life. Poor or rich, brave or cowardice, there are endless possibilities so we should not see multiple of the same Archetypes.

4. Be flawed. No one is perfect, neither should any of our characters be. Have fears, have doubts and weaknesses, the greatest characters are those that posses an innate flaw and learn to overcome it.

5. Stay true to your character's personality. Characters should never randomly do a 360 and see things completely different without a world-shaking development process. Stay true to your character and let him/her develop naturally.

Nen Type: ManipulatorEquipment: As a trained practitioner of medicine, Dessic keeps a clasped bag on his shoulder with medical supplies. At his hip he also keeps his weapon, a sleek, hilt-less sword.

Skill: Dessic is rather knowledgeable in several subjects, particularly medicine, but also architecture, construction, farming, animals, and geography. He is rather capable physically, and also has some skill with the sword.

Nen Abilities: None (Nor is he wholly aware of Nen)Appearance: At a fairly average height of 5'9'' with a toned build, Dessic doesn't stand out much. His slightly uneven hair is medium length and black. His eyes are also rather plain, though sharp. His face is generally clean shaven, though a stubble can creep up if he isn't in a position to manage it. Being away from home, he keeps a semi-formal dress code, liking dark suits with striped ties. If in a casual environment, he likes simple slacks and shoes with button up long sleeved shirts open over short sleeved ones. Around his neck he wears a gold pendant, normally kept under his clothes.

Personality: Diligent, patient, and good natured, Dessic has the temperament of a doctor, even if his expertise is not quite at that level. He is quite aware of that as well, and despite his knowledge and training, he has a humbleness borne from his rather lowly upbringing. Despite his young age, he acts quite mature, though his inexperience and ages bleeds through when confronted with the unknown, his normally serious demeanor falling way to flustered panic or confusion. He tends not to run on emotion if he can avoid it, but a few things can set him off, such as corruption or blatant disregard for the lives: be it others or self.

History: Verden: a name that once upon a time might have conjured images of verdant plains or broad forests. In the past, the once great country may have fit that image, but its decline did not come from inner strife nor outward conflict. Rather, it was the onset of nature over the course of decades. The nearby Iden Swamp slowly expanded, its waters flowing through the ground, sinking towns, spreading pestilence breeding mosquitoes, and harboring creatures few without a Hunting License would ever want to deal with. Today, Verden is a shell of its former self, barely able to produce its own food, its populace low on morale, continuing its steady decline as the kingdom continues to hold on to what it can, even as its lineage dwindles.

Born and raised in this country, Dessic Olkio was lucky to even make it to childhood, as a plague tore through the country around his infancy. As such, he had none his age to interact with, thus he matured a bit quickly under his single mother, taking much from those older than him. As he learned about the circumstances around his birth, he took and interest in medicine, spending a good deal of time studying in that subject, though he would never have the money to legitimately pursue that career. There will still plenty of options, however: with as many troubles as Verden was facing, he had an equal amount of opportunities to contribute to his country, the only home he'd ever known. He studied in a number of subjects, such as architecture, farming, and animal behavior, but ironically only ever really found interest in the one he could not reach.

When Dessic was fifteen, his life took a rather drastic twist. The nation's last monarch, King Soone died in a horse riding accident, when small part of his reserved field had become claimed by the swamp. While the public had little energy to mourn, they grew worried: what would happen to the leadership? Would they adopt another system of government? Would what was left of the nobility section up the last few cities in the country and become independent, much weaker states? While that very nobility squabbled over the answer, one man (a noble named Toqui) stumbled upon a risky solution. King Soone's one true love had died during childbirth, taking their son with her, and he never remarried. After a period of depression, however, he did become rather promiscuous, so there were numerous accounts going around regarding what women he might have slept with. After some investigation, the Toqui found that many of these unwed women had lost children during the plague, except for one. Feeling it was a fated chance, he looked further, meeting Soone Mogard's illegitimate son in person, finding a teenager with a passion for his country rarely matched. Such information could not stay secret for long, as others took note of his research.

In due time, news of Soone's bastard son spread, and Dessic Olkio became a hot topic. Toqui had explained the situation, but Dessic was truly blown away. He could barely leave his house, his mind was so muddled, his mood not used to being the focus of others. But his mother was there to support him, insisting that he should do what he needed for himself, and she would accept his decision no matter what. But even as she said that, helping people was in his nature, and in no small part due to her. As he imagined what he could do with the power of a King, no matter the size of the nation, he sought a meeting with Toqui with an open mind, and a plan was hatched.

Using his political ties, Toqui ensured Dessic was legitimized, being rechristened as Dessic Olkio Mogard, the new Prince of Verden. However, he was still underage, but Toqui had a plan. In the last years of his childhood, he would be trained to be a proper King, one that could lead the nation through its never ending troubles. Of course, it would never be that simple: much of the rest of the nobility opposed them, criticizing their every move. Toqui was not allowed to serve as the ruling Regent in the meantime: that seat went to the oldest of the nobles, Gorrin. But as the schemes of the nobility flew about, Toqui doing what he could to keep the peace, Dessic, perhaps more directly aware of the country's situation that any who frequented the half sunken palace, used what power he had where he could.

Having direct connections with all sorts he'd studied under in his youth proved to be useful, as he tried to use what little wealth the country had to help its most ailing spots. The firm land the previous monarch had used for pleasure was sold cheaply to farmers. Much of the previous, unfit, architecture, was set to be dismantled, the stone to be used as foundation for new constructs that would hopefully survive the swamp. The palace was among them, Dessic moving on to a new, smaller estate. But while he couldn't do much about the wildlife yet, he felt things would be fine for a while, and delved into his studies, particularly his medical practices, no longer barred by his social status.

Several years went by, but despite his efforts, Verden did not seem to change much. Dessic was given reports every so often, but they were becoming less and less frequent as he got closer to his adulthood. Finally, he began to look into it, and was not pleased with what he discovered.

The buildings he'd sent to have dismantled had been taken apart, but no new constructions stood in their place. The land he'd sold to farmers had been reclaimed by the nobility, and new buildings stood in their place, heavily walled. Not sure what to think, Dessic went to Toqui for the first time in months, finding him nervous as they spoke. But Dessic was not a fool, and he managed to get information out of him.

Gorrin had too much power. His scheming had undone much of what Dessic and Toqui had been working towards, out of power hungry malice rather than desire to help the country. Due to the situation not getting better, Dessic's popularity was falling as well. Toqui feared it was too late, and that Dessic would be deposed. But with no power or support, Dessic was rather limited on options. While he did publicly decry Gorrin, the elder still kept his seat of power, so Dessic went back to his studies: perhaps once he had his freedom in adulthood and the skills he needed, he could regain his support at the source.

But that diligence would not protect him. On the eve of his eighteenth birthday, he woke in then night as there was an unwanted intrusion. Stirring, he attempted to confront the trespasser, but they weren't in the mood for talking, attempting to kill him. Dessic was not helpless, having trained with a blade among his other kingly educations, be he was outmatched. As he tried to retreat, he found that his small estate was devoid of security. He couldn't run far before his pursuer returned, but without warning, they were dispatched handily as another entered the scene. This man was a foreigner, and possessed strange abilities as he defeated the assassin.

Once they were safe, he explained himself: he was a Hunter here on a search for something else when he spotted the shady figure and tailed him. Unable to believe his luck, Dessic was prepared to give what he had to reward him, but the Hunter was only after information regarding the Blue Moon. Curious, Dessic spent much of his birthday researching with the Hunter as they tried to find a lead. As they looked through the archives, they found it was a dead end: a poem by a native to Verden some centuries ago used the phrase 'Blue Moon' to describe the swamp encroaching on the land the country was previously known for. The Hunter took his leave, but something stirred within Dessic.

At his crowning ceremony later that day, before taking the seat on the throne, Dessic announced that he was taking a temporary leave from Verden at this time, and would return to take the crown at a later date. He explained that though he'd been through much, and was now an adult, Dessic still felt like a child in all these politics, and he still had much to learn. If he were really going to help his country, another perspective was needed: he would see some of the world first, and seek other knowledge for his trades abroad. This news wasn't entirely disliked, and Gorrin certainly didn't mind keeping his power, though Dessic hardly trusted him, and some of the public would be watching him closer now after Dessic's public dislike of him.

But at the same time, there was something alluring about the Blue Moon and its supposed wish granting properties. While Dessic wasn't particularly superstitious, nor did he think that his problems could so easily be wished away, becoming a Hunter was worth looking in too.​

On a side note, everyone feel free to take your time. I still have a little planning and editing to do, as well as my character, before I start up the IC so do not feel pressured to churn out a CS as fast as possible. I do plan on starting things soon, but not soon enough to make anyone anxious or anything like that.

Skill: Bianca can use a gun and is a decent fighter, No bad but nothing special. She can hold her own in a one on one fight but her more aggressive self is a natural fighter. She also is able sneak around easily and remain hidden. She also knows how to use a gun and is a good shot.

Abilities: (WIP)

Appearance(Move your mouse to the spoiler area to reveal the content)

Bianca has long auburn hair that long enough to rest on her chest. Her eyes are a pale blue and her eyebrows neatly plucked. She has a oval shaped face and slightly sharp jaw. She has been well endowed with a large chest and ample butt because of her voluptuous body. Bianca is 5 feet and 7 inches tall. She have a few scars on her back from past abuse. Bianca tries her best to remain in shape because of the requirement of her mission. If she flexes her arm you can see she is not as dainty as she appears.

Personality(Move your mouse to the spoiler area to reveal the content)

Bianca has a doting nature, She takes care of her own, Family or Friend. She likes to impress everyone around her and be on the good side of people. She hates conflict and chooses to avoid it or talk it out. She is a moral person but will lie if she needs too. She tries to mediator when she is able but when she is being accosted she may appear nervous and back down or just break down all together. She may appear to be a shy and cowardly person she can flip on you in a instant.

Once she is incensed or emotionally push to far she become like another person. She can become very aggressive and scorning. This side of Bianca come from here upbringing and was created to protect her and do what Bianca doesn't have the strength to do. Bianca other half is more brutal, deceitful and selfish. This Bianca is a even better liar then her softer side and can better hide her motives. This side has been repressed by Bianca over the years thanks to medication and self control.

History(Move your mouse to the spoiler area to reveal the content)

She was given away at young age around 6 to a wealth family to become a servant. She was given away along with her twin brother. During there time in the Mansion they served they were abused. Bianca tried her best to improve and impress there master standers but her brother Nero was not so easy to break. When Nero was around he drew all the attention to him saving Bianca from harm. When he wasn't around Bianca took the verbal abuse and physical. It wasn't til 12 years old until Bianca's other side was formed.

When Bianca turn 12 the master of the house sold Nero splitting them up. She spent 5 more years with them and half that time her other personality was spending it. One day she was given medication to suppress her other half. The medication left Bianca feeling depressed because now she was facing the world alone. She then realized she needed freedom, Freedom from the black hole was in. She started to warm up to her master and was able to become his mistress. He then taught her a powerful skill call Nen. He explained to her how he was once a Hunter and still officially is one. He has ordered her to find him the Blue Moon after one day asking for her freedom and the location of her Brother.

He agreed but she has to find him the one thing he never was able to find, The Blue Moon. If She found this she would free her from servitude and her brother as well since he was still his master. He did force her to do it without her medication but Bianca is confident she has her problem under control.

I'm incredibly interested in joining, but I have a couple questions...

The big one is... The rule about posting once per day. If you browse the RPs I am currently a part of, you will see that I am a very skilled writer and bring a lot to the table. However, I post about once or twice a week. I am aware that is slower than you may like, however I feel it is better to not rush things and instead go with quality over quantity. I am very familiar with Hunter X Hunter, and my RP "Fight School" actually takes a couple elements from it. That said, would you be willing to be lenient on the "one post per day" rule?

Second. Would I be allowed to make a character with at least SOME understanding of Nen? I was thinking he or she would be able to use Ten and Zetsu, but still struggle with Ren and Hatsu and thus not have any actual Nen abilities.

This user has been banned for: Refused to read a Mod's warning, proceeded to continue ill behavior, and then could not accept the consequences without making threats.

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